DirectX11Context
Description
- Derived from
-
GraphicsContext abstract
Full source code is included in the Tinman 3D SDK download. |
An implementation of the IGraphicsContext interface for DirectX 11.
The returned INativeHandles can be interpreted as follows:
-
LowLevel.IsWindows ==
true
:-
DirectX11Context:
TheID3D11DeviceContext*
COM pointer (do not callRelease
on it). -
IGpuBuffer (created by IGraphicsContext.BufferFactory):
TheID3D11Buffer*
COM pointer (do not callRelease
on it). -
ITexture2D (created by IGraphicsContext.TextureFactory):
TheID3D11Texture2D*
COM pointer (do not callRelease
on it). -
ITextureCube (created by IGraphicsContext.CreateTextureCube):
TheID3D11Texture2D*
COM pointer (do not callRelease
on it). -
IRenderTarget (created by IGraphicsContext.CreateRenderTarget or IGraphicsContext.CreateSwapChain):
TheID3D11Resource*
COM pointer of the backbuffer surface (do not callRelease
on it).
-
Using Direct3D 11 imposes the following restrictions:
-
Terrain feature level TerrainFeatureLevel.DX12 is not available.
Public / Constructors
ForDevice
Creates a new instance of DirectX11Context for the given native handle.
- RenderException
-
If a graphics subsystem error has occurred.
Public / Methods
CreateRenderTargetShared
Creates a new off-screen render target that uses a shared texture resource.
This method is used by the Tinman.AddOns.WPF
component to perform rendering with Direct3D 11 while using the built-in D3DImage
class, which is based on Direct3D 9.
- RenderException
-
If a graphics subsystem error has occurred.
- See also